summaryrefslogtreecommitdiff
path: root/shaders
diff options
context:
space:
mode:
authorEric Anholt <eric@anholt.net>2011-05-16 22:51:08 -0700
committerEric Anholt <eric@anholt.net>2011-05-16 22:51:08 -0700
commitb670b7643c91833bce0486ec1b9ac8bb67affee5 (patch)
treedfed09e516ea1f6e2fd7434181b92d7d5e73a9d1 /shaders
parentba7950571089021dc3f46a0a6961e5b99ec7de83 (diff)
shaders/nexuiz: First import of data from split-to-files.pl.
Diffstat (limited to 'shaders')
-rw-r--r--shaders/nexuiz/1.frag1015
-rw-r--r--shaders/nexuiz/1.vert1015
-rw-r--r--shaders/nexuiz/10.frag1016
-rw-r--r--shaders/nexuiz/10.vert1016
-rw-r--r--shaders/nexuiz/11.frag1017
-rw-r--r--shaders/nexuiz/11.vert1017
-rw-r--r--shaders/nexuiz/12.frag1016
-rw-r--r--shaders/nexuiz/12.vert1016
-rw-r--r--shaders/nexuiz/13.frag1016
-rw-r--r--shaders/nexuiz/13.vert1016
-rw-r--r--shaders/nexuiz/14.frag1016
-rw-r--r--shaders/nexuiz/14.vert1016
-rw-r--r--shaders/nexuiz/2.frag1015
-rw-r--r--shaders/nexuiz/2.vert1015
-rw-r--r--shaders/nexuiz/3.frag1015
-rw-r--r--shaders/nexuiz/3.vert1015
-rw-r--r--shaders/nexuiz/4.frag1015
-rw-r--r--shaders/nexuiz/4.vert1015
-rw-r--r--shaders/nexuiz/5.frag1016
-rw-r--r--shaders/nexuiz/5.vert1016
-rw-r--r--shaders/nexuiz/6.frag1016
-rw-r--r--shaders/nexuiz/6.vert1016
-rw-r--r--shaders/nexuiz/7.frag1017
-rw-r--r--shaders/nexuiz/7.vert1017
-rw-r--r--shaders/nexuiz/8.frag1015
-rw-r--r--shaders/nexuiz/8.vert1015
-rw-r--r--shaders/nexuiz/9.frag1016
-rw-r--r--shaders/nexuiz/9.vert1016
28 files changed, 28442 insertions, 0 deletions
diff --git a/shaders/nexuiz/1.frag b/shaders/nexuiz/1.frag
new file mode 100644
index 0000000..9c4b6ac
--- /dev/null
+++ b/shaders/nexuiz/1.frag
@@ -0,0 +1,1015 @@
+#define FRAGMENT_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/1.vert b/shaders/nexuiz/1.vert
new file mode 100644
index 0000000..893022b
--- /dev/null
+++ b/shaders/nexuiz/1.vert
@@ -0,0 +1,1015 @@
+#define VERTEX_SHADER
+#define MODE_GENERIC
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/10.frag b/shaders/nexuiz/10.frag
new file mode 100644
index 0000000..271a631
--- /dev/null
+++ b/shaders/nexuiz/10.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_POSTPROCESS
+
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/10.vert b/shaders/nexuiz/10.vert
new file mode 100644
index 0000000..e0f12fc
--- /dev/null
+++ b/shaders/nexuiz/10.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_POSTPROCESS
+
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/11.frag b/shaders/nexuiz/11.frag
new file mode 100644
index 0000000..685cd1a
--- /dev/null
+++ b/shaders/nexuiz/11.frag
@@ -0,0 +1,1017 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/11.vert b/shaders/nexuiz/11.vert
new file mode 100644
index 0000000..7c6417d
--- /dev/null
+++ b/shaders/nexuiz/11.vert
@@ -0,0 +1,1017 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/12.frag b/shaders/nexuiz/12.frag
new file mode 100644
index 0000000..d31aec2
--- /dev/null
+++ b/shaders/nexuiz/12.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/12.vert b/shaders/nexuiz/12.vert
new file mode 100644
index 0000000..9f72bb9
--- /dev/null
+++ b/shaders/nexuiz/12.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/13.frag b/shaders/nexuiz/13.frag
new file mode 100644
index 0000000..b325893
--- /dev/null
+++ b/shaders/nexuiz/13.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/13.vert b/shaders/nexuiz/13.vert
new file mode 100644
index 0000000..5f7fe9b
--- /dev/null
+++ b/shaders/nexuiz/13.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/14.frag b/shaders/nexuiz/14.frag
new file mode 100644
index 0000000..f53a006
--- /dev/null
+++ b/shaders/nexuiz/14.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/14.vert b/shaders/nexuiz/14.vert
new file mode 100644
index 0000000..e1a7303
--- /dev/null
+++ b/shaders/nexuiz/14.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/2.frag b/shaders/nexuiz/2.frag
new file mode 100644
index 0000000..f59ae35
--- /dev/null
+++ b/shaders/nexuiz/2.frag
@@ -0,0 +1,1015 @@
+#define FRAGMENT_SHADER
+#define MODE_GENERIC
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/2.vert b/shaders/nexuiz/2.vert
new file mode 100644
index 0000000..e58a84b
--- /dev/null
+++ b/shaders/nexuiz/2.vert
@@ -0,0 +1,1015 @@
+#define VERTEX_SHADER
+#define MODE_GENERIC
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/3.frag b/shaders/nexuiz/3.frag
new file mode 100644
index 0000000..0529ca5
--- /dev/null
+++ b/shaders/nexuiz/3.frag
@@ -0,0 +1,1015 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/3.vert b/shaders/nexuiz/3.vert
new file mode 100644
index 0000000..646c464
--- /dev/null
+++ b/shaders/nexuiz/3.vert
@@ -0,0 +1,1015 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/4.frag b/shaders/nexuiz/4.frag
new file mode 100644
index 0000000..85f3c2b
--- /dev/null
+++ b/shaders/nexuiz/4.frag
@@ -0,0 +1,1015 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/4.vert b/shaders/nexuiz/4.vert
new file mode 100644
index 0000000..b4af4a5
--- /dev/null
+++ b/shaders/nexuiz/4.vert
@@ -0,0 +1,1015 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/5.frag b/shaders/nexuiz/5.frag
new file mode 100644
index 0000000..14ee1fa
--- /dev/null
+++ b/shaders/nexuiz/5.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/5.vert b/shaders/nexuiz/5.vert
new file mode 100644
index 0000000..83f630e
--- /dev/null
+++ b/shaders/nexuiz/5.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/6.frag b/shaders/nexuiz/6.frag
new file mode 100644
index 0000000..b7af492
--- /dev/null
+++ b/shaders/nexuiz/6.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/6.vert b/shaders/nexuiz/6.vert
new file mode 100644
index 0000000..d17ad7e
--- /dev/null
+++ b/shaders/nexuiz/6.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTIONMAP_MODELSPACE
+#define USEDIFFUSE
+
+
+
+
+#define USEGLOW
+#define USEBLOOM
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/7.frag b/shaders/nexuiz/7.frag
new file mode 100644
index 0000000..31c1583
--- /dev/null
+++ b/shaders/nexuiz/7.frag
@@ -0,0 +1,1017 @@
+#define FRAGMENT_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/7.vert b/shaders/nexuiz/7.vert
new file mode 100644
index 0000000..e5bb9c3
--- /dev/null
+++ b/shaders/nexuiz/7.vert
@@ -0,0 +1,1017 @@
+#define VERTEX_SHADER
+#define MODE_LIGHTDIRECTION
+#define USEDIFFUSE
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+#define USEGLOW
+#define USEBLOOM
+#define USESPECULAR
+#define USEPOSTPROCESSING
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/8.frag b/shaders/nexuiz/8.frag
new file mode 100644
index 0000000..26a79b3
--- /dev/null
+++ b/shaders/nexuiz/8.frag
@@ -0,0 +1,1015 @@
+#define FRAGMENT_SHADER
+#define MODE_FLATCOLOR
+
+
+
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/8.vert b/shaders/nexuiz/8.vert
new file mode 100644
index 0000000..4254bea
--- /dev/null
+++ b/shaders/nexuiz/8.vert
@@ -0,0 +1,1015 @@
+#define VERTEX_SHADER
+#define MODE_FLATCOLOR
+
+
+
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/9.frag b/shaders/nexuiz/9.frag
new file mode 100644
index 0000000..a2c1937
--- /dev/null
+++ b/shaders/nexuiz/9.frag
@@ -0,0 +1,1016 @@
+#define FRAGMENT_SHADER
+#define MODE_FLATCOLOR
+
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+
diff --git a/shaders/nexuiz/9.vert b/shaders/nexuiz/9.vert
new file mode 100644
index 0000000..e06061c
--- /dev/null
+++ b/shaders/nexuiz/9.vert
@@ -0,0 +1,1016 @@
+#define VERTEX_SHADER
+#define MODE_FLATCOLOR
+
+
+#define USECOLORMAPPING
+#define USESATURATION
+
+
+
+
+
+
+#define USEOFFSETMAPPING
+
+
+
+
+
+
+
+
+// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader
+// written by Forest 'LordHavoc' Hale
+
+// enable various extensions depending on permutation:
+
+#ifdef USESHADOWMAPRECT
+# extension GL_ARB_texture_rectangle : enable
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef GL_EXT_gpu_shader4
+# extension GL_EXT_gpu_shader4 : enable
+# endif
+# ifdef GL_ARB_texture_gather
+# extension GL_ARB_texture_gather : enable
+# else
+# ifdef GL_AMD_texture_texture4
+# extension GL_AMD_texture_texture4 : enable
+# endif
+# endif
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# extension GL_EXT_gpu_shader4 : enable
+#endif
+
+#ifdef USESHADOWSAMPLER
+# extension GL_ARB_shadow : enable
+#endif
+
+// common definitions between vertex shader and fragment shader:
+
+//#ifdef __GLSL_CG_DATA_TYPES
+//# define myhalf half
+//# define myhalf2 half2
+//# define myhalf3half3
+//# define myhalf4 half4
+//#else
+# define myhalf float
+# define myhalf2 vec2
+# define myhalf3 vec3
+# define myhalf4 vec4
+//#endif
+
+#ifdef MODE_DEPTH_OR_SHADOW
+
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+}
+# endif
+
+#else
+#ifdef MODE_SHOWDEPTH
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_Position = ftransform();
+ gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);
+}
+# endif
+# ifdef FRAGMENT_SHADER
+void main(void)
+{
+ gl_FragColor = gl_Color;
+}
+# endif
+
+#else // !MODE_SHOWDEPTH
+
+#ifdef MODE_POSTPROCESS
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ gl_Position = ftransform();
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+#ifdef USEBLOOM
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+#endif
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+uniform sampler2D Texture_First;
+#ifdef USEBLOOM
+uniform sampler2D Texture_Second;
+#endif
+#ifdef USEGAMMARAMPS
+uniform sampler2D Texture_GammaRamps;
+#endif
+#ifdef USESATURATION
+uniform float Saturation;
+#endif
+#ifdef USEVIEWTINT
+uniform vec4 TintColor;
+#endif
+//uncomment these if you want to use them:
+uniform vec4 UserVec1;
+// uniform vec4 UserVec2;
+// uniform vec4 UserVec3;
+// uniform vec4 UserVec4;
+// uniform float ClientTime;
+uniform vec2 PixelSize;
+void main(void)
+{
+ gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);
+#ifdef USEBLOOM
+ gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);
+#endif
+#ifdef USEVIEWTINT
+ gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);
+#endif
+
+#ifdef USEPOSTPROCESSING
+// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want
+// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;
+ gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;
+ gl_FragColor /= (1 + 5 * UserVec1.y);
+#endif
+
+#ifdef USESATURATION
+ //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter
+ myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));
+ //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;
+ gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);
+#endif
+
+#ifdef USEGAMMARAMPS
+ gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;
+ gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;
+ gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;
+#endif
+}
+# endif
+
+
+#else
+#ifdef MODE_GENERIC
+# ifdef VERTEX_SHADER
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+# endif
+# ifdef USESPECULAR
+ gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
+# endif
+ gl_Position = ftransform();
+}
+# endif
+# ifdef FRAGMENT_SHADER
+
+# ifdef USEDIFFUSE
+uniform sampler2D Texture_First;
+# endif
+# ifdef USESPECULAR
+uniform sampler2D Texture_Second;
+# endif
+
+void main(void)
+{
+ gl_FragColor = gl_Color;
+# ifdef USEDIFFUSE
+ gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);
+# endif
+
+# ifdef USESPECULAR
+ vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);
+# endif
+# ifdef USECOLORMAPPING
+ gl_FragColor *= tex2;
+# endif
+# ifdef USEGLOW
+ gl_FragColor += tex2;
+# endif
+# ifdef USEVERTEXTEXTUREBLEND
+ gl_FragColor = mix(gl_FragColor, tex2, tex2.a);
+# endif
+}
+# endif
+
+#else // !MODE_GENERIC
+
+varying vec2 TexCoord;
+#ifdef USEVERTEXTEXTUREBLEND
+varying vec2 TexCoord2;
+#endif
+varying vec2 TexCoordLightmap;
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 CubeVector;
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+varying vec3 LightVector;
+#endif
+#ifdef MODE_LIGHTDIRECTION
+varying vec3 LightVector;
+#endif
+
+varying vec3 EyeVector;
+#ifdef USEFOG
+varying vec3 EyeVectorModelSpace;
+#endif
+
+varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)
+varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)
+varying vec3 VectorR; // direction of R texcoord (surface normal)
+
+#ifdef MODE_WATER
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef MODE_REFRACTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+#ifdef USEREFLECTION
+varying vec4 ModelViewProjectionPosition;
+#endif
+
+
+
+
+
+// vertex shader specific:
+#ifdef VERTEX_SHADER
+
+uniform vec3 LightPosition;
+uniform vec3 EyePosition;
+uniform vec3 LightDir;
+
+// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on
+
+void main(void)
+{
+ gl_FrontColor = gl_Color;
+ // copy the surface texcoord
+ TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
+#ifdef USEVERTEXTEXTUREBLEND
+ TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);
+#endif
+#ifndef MODE_LIGHTSOURCE
+# ifndef MODE_LIGHTDIRECTION
+ TexCoordLightmap = vec2(gl_MultiTexCoord4);
+# endif
+#endif
+
+#ifdef MODE_LIGHTSOURCE
+ // transform vertex position into light attenuation/cubemap space
+ // (-1 to +1 across the light box)
+ CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);
+
+ // transform unnormalized light direction into tangent space
+ // (we use unnormalized to ensure that it interpolates correctly and then
+ // normalize it per pixel)
+ vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;
+ LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);
+#endif
+
+#ifdef MODE_LIGHTDIRECTION
+ LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);
+ LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);
+ LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);
+#endif
+
+ // transform unnormalized eye direction into tangent space
+#ifndef USEFOG
+ vec3 EyeVectorModelSpace;
+#endif
+ EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;
+ EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);
+ EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);
+ EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ VectorS = gl_MultiTexCoord1.xyz;
+ VectorT = gl_MultiTexCoord2.xyz;
+ VectorR = gl_MultiTexCoord3.xyz;
+#endif
+
+//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)
+// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;
+// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;
+//#endif
+
+// transform vertex to camera space, using ftransform to match non-VS
+ // rendering
+ gl_Position = ftransform();
+
+#ifdef MODE_WATER
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef MODE_REFRACTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+#ifdef USEREFLECTION
+ ModelViewProjectionPosition = gl_Position;
+#endif
+}
+
+#endif // VERTEX_SHADER
+
+
+
+
+// fragment shader specific:
+#ifdef FRAGMENT_SHADER
+
+// 13 textures, we can only use up to 16 on DX9-class hardware
+uniform sampler2D Texture_Normal;
+uniform sampler2D Texture_Color;
+uniform sampler2D Texture_Gloss;
+uniform sampler2D Texture_Glow;
+uniform sampler2D Texture_SecondaryNormal;
+uniform sampler2D Texture_SecondaryColor;
+uniform sampler2D Texture_SecondaryGloss;
+uniform sampler2D Texture_SecondaryGlow;
+uniform sampler2D Texture_Pants;
+uniform sampler2D Texture_Shirt;
+uniform sampler2D Texture_FogMask;
+uniform sampler2D Texture_Lightmap;
+uniform sampler2D Texture_Deluxemap;
+uniform sampler2D Texture_Refraction;
+uniform sampler2D Texture_Reflection;
+uniform sampler2D Texture_Attenuation;
+uniform samplerCube Texture_Cube;
+
+#define showshadowmap 0
+
+#ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+uniform sampler2DRectShadow Texture_ShadowMapRect;
+# else
+uniform sampler2DRect Texture_ShadowMapRect;
+# endif
+#endif
+
+#ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+uniform sampler2DShadow Texture_ShadowMap2D;
+# else
+uniform sampler2D Texture_ShadowMap2D;
+# endif
+#endif
+
+#ifdef USESHADOWMAPVSDCT
+uniform samplerCube Texture_CubeProjection;
+#endif
+
+#ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+uniform samplerCubeShadow Texture_ShadowMapCube;
+# else
+uniform samplerCube Texture_ShadowMapCube;
+# endif
+#endif
+
+uniform myhalf3 LightColor;
+uniform myhalf3 AmbientColor;
+uniform myhalf3 DiffuseColor;
+uniform myhalf3 SpecularColor;
+uniform myhalf3 Color_Pants;
+uniform myhalf3 Color_Shirt;
+uniform myhalf3 FogColor;
+
+uniform myhalf4 TintColor;
+
+
+//#ifdef MODE_WATER
+uniform vec4 DistortScaleRefractReflect;
+uniform vec4 ScreenScaleRefractReflect;
+uniform vec4 ScreenCenterRefractReflect;
+uniform myhalf4 RefractColor;
+uniform myhalf4 ReflectColor;
+uniform myhalf ReflectFactor;
+uniform myhalf ReflectOffset;
+//#else
+//# ifdef MODE_REFRACTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 RefractColor;
+//# ifdef USEREFLECTION
+//uniform myhalf4 ReflectColor;
+//# endif
+//# else
+//# ifdef USEREFLECTION
+//uniform vec4 DistortScaleRefractReflect;
+//uniform vec4 ScreenScaleRefractReflect;
+//uniform vec4 ScreenCenterRefractReflect;
+//uniform myhalf4 ReflectColor;
+//# endif
+//# endif
+//#endif
+
+uniform myhalf GlowScale;
+uniform myhalf SceneBrightness;
+
+uniform float OffsetMapping_Scale;
+uniform float OffsetMapping_Bias;
+uniform float FogRangeRecip;
+
+uniform myhalf AmbientScale;
+uniform myhalf DiffuseScale;
+uniform myhalf SpecularScale;
+uniform myhalf SpecularPower;
+
+#ifdef USEOFFSETMAPPING
+vec2 OffsetMapping(vec2 TexCoord)
+{
+#ifdef USEOFFSETMAPPING_RELIEFMAPPING
+ // 14 sample relief mapping: linear search and then binary search
+ // this basically steps forward a small amount repeatedly until it finds
+ // itself inside solid, then jitters forward and back using decreasing
+ // amounts to find the impact
+ //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);
+ //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);
+ vec3 RT = vec3(TexCoord, 1);
+ OffsetVector *= 0.1;
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);
+ RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);
+ return RT.xy;
+#else
+ // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)
+ // this basically moves forward the full distance, and then backs up based
+ // on height of samples
+ //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));
+ //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));
+ vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));
+ TexCoord += OffsetVector;
+ OffsetVector *= 0.333;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;
+ return TexCoord;
+#endif
+}
+#endif // USEOFFSETMAPPING
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)
+uniform vec2 ShadowMap_TextureScale;
+uniform vec4 ShadowMap_Parameters;
+#endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+vec3 GetShadowMapTC2D(vec3 dir)
+{
+ vec3 adir = abs(dir);
+# ifndef USESHADOWMAPVSDCT
+ vec2 tc;
+ vec2 offset;
+ float ma;
+ if (adir.x > adir.y)
+ {
+ if (adir.x > adir.z) // X
+ {
+ ma = adir.x;
+ tc = dir.zy;
+ offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+ else
+ {
+ if (adir.y > adir.z) // Y
+ {
+ ma = adir.y;
+ tc = dir.xz;
+ offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);
+ }
+ else // Z
+ {
+ ma = adir.z;
+ tc = dir.xy;
+ offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);
+ }
+ }
+
+ vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += offset * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# else
+ vec4 proj = textureCube(Texture_CubeProjection, dir);
+ float ma = max(max(adir.x, adir.y), adir.z);
+ vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;
+ stc.xy += proj.zw * ShadowMap_Parameters.y;
+ stc.z += ShadowMap_Parameters.z;
+# if showshadowmap
+ stc.xy *= ShadowMap_TextureScale;
+# endif
+ return stc;
+# endif
+}
+#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)
+
+#ifdef USESHADOWMAPCUBE
+vec4 GetShadowMapTCCube(vec3 dir)
+{
+ vec3 adir = abs(dir);
+ return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));
+}
+#endif
+
+#if !showshadowmap
+# ifdef USESHADOWMAPRECT
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;
+# endif
+
+# else
+
+# ifdef USESHADOWMAPPCF
+# if USESHADOWMAPPCF > 1
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r
+ vec2 offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# else
+ f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);
+# endif
+
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAP2D
+float ShadowMapCompare(vec3 dir)
+{
+ vec3 shadowmaptc = GetShadowMapTC2D(dir);
+ float f;
+
+# ifdef USESHADOWSAMPLER
+# ifdef USESHADOWMAPPCF
+# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;
+ f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));
+# else
+ f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;
+# endif
+# else
+# ifdef USESHADOWMAPPCF
+# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)
+# ifdef GL_ARB_texture_gather
+# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))
+# else
+# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)
+# endif
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));
+ vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));
+ vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));
+ vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));
+ vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +
+ mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+# ifdef GL_EXT_gpu_shader4
+# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r
+# else
+# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r
+# endif
+# if USESHADOWMAPPCF > 1
+ vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);
+ center *= ShadowMap_TextureScale;
+ vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));
+ vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));
+ vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));
+ vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));
+ vec4 cols = row2 + row3 + mix(row1, row4, offset.y);
+ f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));
+# else
+ vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);
+ vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));
+ vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));
+ vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));
+ vec3 cols = row2 + mix(row1, row3, offset.y);
+ f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));
+# endif
+# endif
+# else
+ f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);
+# endif
+# endif
+ return f;
+}
+# endif
+
+# ifdef USESHADOWMAPCUBE
+float ShadowMapCompare(vec3 dir)
+{
+ // apply depth texture cubemap as light filter
+ vec4 shadowmaptc = GetShadowMapTCCube(dir);
+ float f;
+# ifdef USESHADOWSAMPLER
+ f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;
+# else
+ f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);
+# endif
+ return f;
+}
+# endif
+#endif
+
+#ifdef MODE_WATER
+
+// water pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);
+ f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);
+ float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;
+ gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);
+}
+
+#else // !MODE_WATER
+#ifdef MODE_REFRACTION
+
+// refraction pass
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);
+ //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;
+}
+
+#else // !MODE_REFRACTION
+void main(void)
+{
+#ifdef USEOFFSETMAPPING
+ // apply offsetmapping
+ vec2 TexCoordOffset = OffsetMapping(TexCoord);
+#define TexCoord TexCoordOffset
+#endif
+
+ // combine the diffuse textures (base, pants, shirt)
+ myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));
+#ifdef USECOLORMAPPING
+ color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;
+#endif
+#ifdef USEVERTEXTEXTUREBLEND
+ myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));
+ //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));
+ //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;
+ color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);
+ color.a = 1.0;
+ //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);
+#endif
+
+#ifdef USEDIFFUSE
+ // get the surface normal and the gloss color
+# ifdef USEVERTEXTEXTUREBLEND
+ myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);
+# endif
+# else
+ myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));
+# ifdef USESPECULAR
+ myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));
+# endif
+# endif
+#endif
+
+
+
+#ifdef MODE_LIGHTSOURCE
+ // light source
+
+ // calculate surface normal, light normal, and specular normal
+ // compute color intensity for the two textures (colormap and glossmap)
+ // scale by light color and attenuation as efficiently as possible
+ // (do as much scalar math as possible rather than vector math)
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+# ifndef USEEXACTSPECULARMATH
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+
+# endif
+ // calculate directional shading
+# ifdef USEEXACTSPECULARMATH
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);
+# else
+ color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);
+# endif
+# else
+# ifdef USEDIFFUSE
+ // calculate directional shading
+ color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));
+# else
+ // calculate directionless shading
+ color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));
+# endif
+# endif
+
+#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)
+#if !showshadowmap
+ color.rgb *= ShadowMapCompare(CubeVector);
+#endif
+#endif
+
+# ifdef USECUBEFILTER
+ // apply light cubemap filter
+ //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));
+ color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));
+# endif
+#endif // MODE_LIGHTSOURCE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTION
+ // directional model lighting
+# ifdef USEDIFFUSE
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(normalize(LightVector));
+# endif
+# ifdef USESPECULAR
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# ifdef USEEXACTSPECULARMATH
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));
+ color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# else
+# ifdef USEDIFFUSE
+
+ // calculate directional shading
+ color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));
+# else
+ color.rgb *= AmbientColor;
+# endif
+# endif
+#endif // MODE_LIGHTDIRECTION
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE
+ // deluxemap lightmapping using light vectors in modelspace (evil q3map2)
+
+ // get the light normal
+ myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ myhalf3 diffusenormal;
+ diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));
+ diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));
+ diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar
+ // is used (the lightmap and deluxemap coords correspond to virtually random coordinates
+ // on that luxel, and NOT to its center, because recursive triangle subdivision is used
+ // to map the luxels to coordinates on the draw surfaces), which also causes
+ // deluxemaps to be wrong because light contributions from the wrong side of the surface
+ // are added up. To prevent divisions by zero or strong exaggerations, a max()
+ // nudge is done here at expense of some additional fps. This is ONLY needed for
+ // deluxemaps, tangentspace deluxemap avoid this problem by design.
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));
+ // 0.25 supports up to 75.5 degrees normal/deluxe angle
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE
+
+
+
+
+#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+ // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)
+
+ // get the light normal
+ myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);
+ // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)
+ myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));
+# ifdef USESPECULAR
+# ifdef USEEXACTSPECULARMATH
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);
+# else
+ myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));
+ tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);
+# endif
+# endif
+
+ // apply lightmap color
+ color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));
+#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE
+
+
+
+
+#ifdef MODE_LIGHTMAP
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_LIGHTMAP
+
+
+
+
+#ifdef MODE_VERTEXCOLOR
+ // apply lightmap color
+ color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;
+#endif // MODE_VERTEXCOLOR
+
+
+
+
+#ifdef MODE_FLATCOLOR
+#endif // MODE_FLATCOLOR
+
+
+
+
+
+
+
+ color *= TintColor;
+
+#ifdef USEGLOW
+#ifdef USEVERTEXTEXTUREBLEND
+ color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);
+#else
+ color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;
+#endif
+#endif
+
+ color.rgb *= SceneBrightness;
+
+ // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately
+#ifdef USEFOG
+ color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));
+#endif
+
+ // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness
+#ifdef USEREFLECTION
+ vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);
+ //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;
+ vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;
+ vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;
+ // FIXME temporary hack to detect the case that the reflection
+ // gets blackened at edges due to leaving the area that contains actual
+ // content.
+ // Remove this 'ack once we have a better way to stop this thing from
+ // 'appening.
+ float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);
+ f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);
+ ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);
+ color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);
+#endif
+
+ gl_FragColor = vec4(color);
+
+#if showshadowmap
+# ifdef USESHADOWMAPRECT
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+# ifdef USESHADOWMAP2D
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);
+# else
+ gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);
+# endif
+# endif
+
+# ifdef USESHADOWMAPCUBE
+# ifdef USESHADOWSAMPLER
+ gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));
+# else
+ gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);
+# endif
+# endif
+#endif
+}
+#endif // !MODE_REFRACTION
+#endif // !MODE_WATER
+
+#endif // FRAGMENT_SHADER
+
+#endif // !MODE_GENERIC
+#endif // !MODE_POSTPROCESS
+#endif // !MODE_SHOWDEPTH
+#endif // !MODE_DEPTH_OR_SHADOW
+